feat(anim): animation ergonomics — named clips, Anim.play/Motion.to, frame events, fluent Tween handles (#48)
The ergonomic layer over the engine-owned SpriteAnim/Motion systems (#43): - Named clips: Anim.clip("run", frames, fps, mode) registers a clip by name and Anim.play(entity, "run") plays it; Anim.play(entity, fps, frames, mode) sets the clip directly. A name-keyed registry in systems.ludic. - Frame events: Anim.on_frame(entity, frame) arms optional SpriteAnim event_frame/event_fired fields; the engine flags the tick the clip first lands on that frame, and Anim.fired(entity) reads it — the game reacts, so it stays inside the no-runtime-dispatch event model. - Motion.to(entity, from, to, dur, ease) starts a value tween over the Motion component in one call (reflection-ABI writes, resetting the timer). - Fluent Tween handles (runtime/native/tween.ludic): Tween.to / Tween.chain / Tween.delay build a sequenced, disposable handle advanced by a new engine-owned system (esys_tween, run each Update tick); Tween.value / Tween.done / Tween.parallel / Tween.stop read and control it. The 1-arg Tween.done(handle) is disambiguated from the 2-arg pure Tween.done(timer, dur). Splicing: g_uses_anim_rt pulls in systems.ludic; g_uses_tween_rt pulls in tween.ludic and inserts esys_tween into the Update phase. All integer and deterministic, so animation and motion reproduce exactly under replay/lockstep. Worked example + regression: examples/library/anim_sugar.ludic (4 8 2 1 0 100 100 0 0 1 20 20 30 0 1). Twelve new docs pages (Anim, the new Motion namespace, Tween handles). Full suite 77 passed, self-host C-free fixpoint intact, no golden drift. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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**Animation ergonomics (#48).** An ergonomic layer over the engine-owned
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SpriteAnim/Motion systems: `Anim.clip` registers named spritesheet clips and
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`Anim.play(entity, "run")` plays one (or `Anim.play(entity, fps, frames, mode)`
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directly); `Anim.on_frame` / `Anim.fired` arm and read frame events (the engine
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flags the tick a clip lands on a frame, gameplay reacts); `Motion.to` starts a
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value tween over the Motion component in one call. New fluent, engine-advanced
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`Tween` handles — `Tween.to` / `Tween.chain` / `Tween.delay` build a sequence,
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`Tween.value` / `Tween.done` / `Tween.parallel` / `Tween.stop` read and control
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it — advanced each Update tick by an engine-owned system. All integer and
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deterministic, so animation and motion reproduce exactly under replay/lockstep.
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